Cytoplast Root-Kin

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Uncommon
Dissension (DIS) Rare

Combos Browse all

Cytoplast Root-Kin

Creature — Elemental Mutant

Graft 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)

When Cytoplast Root-Kin enters the battlefield, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.

(2): Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.

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Cytoplast Root-Kin Discussion

Angry_Potatoes on Rishkar Peema Renegade - JLK l Game Knights #4

1 month ago

Scavenging Ooze seems like an auto-include in any green deck, but in a deck where +1/+1 counters matter? Bro, why is it not in here? I'm also surprised that you don't have Soul of the Harvest; this is one of my go-to green baddies in decks with lots of smaller creatures. Since this deck wants to abuse stuff like Paradox Engine, Soul can keep refueling you with creatures as your engine goes off.

A lesser-known creature to consider would be Bloodspore Thrinax; get a single counter on him, either with devour or some other ability, and all your creatures get free counters on etb. Cytoplast Root-Kin plays a similar role with graft, and Durable Handicraft is like a janky green version of extort, only with +1/+1 counters instead of life drain.

devastated-heart on Why Would I Only Want One Commander?

1 month ago

Yeah, Urborg, Tomb of Yawgmoth helps you balance out your mana by making sure you have Black. It doesn't replace the effects of the Lands, just gives them an extra one. It'll make all of your Forests tap for either of your colors, not just one. I find it really helpful in all of my Black decks (not all of my stuff is on here yet), even mono black.

For the Cytoplast Root-Kin , if you can find a way to keep both, I would. Especially if it's a card you enjoy using. I was just offering the Tusker as an alternative if you were looking to replace him.

I do still highly recommend Kalitas, Traitor of Ghet however. He's stellar cards on his own and becomes even better with the right synergy. He loves removal and board wipes, for example. To me, he just seemed like obvious fits here.

Also consider finding a copy of Whip of Erebos . It may not be a Reanimatir deck, but giving everything you control Lifelink and being able to grab a Creature from your Graveyard in a pinch is always valuable. Recycling your Deathbringer Regent or Nylea, God of the Hunt for a quick one-turn benefit, for example?

TitanofYAW on Why Would I Only Want One Commander?

1 month ago

Hey devastated-heart thank you for all of the feedback! I actually made a few tweaks maybe right while you were commenting and got rid of Demonlord and some other cards. Does Urborg make all lands produce black? is that its purpose?

I like Ridgescale Tusker, but I think I could have him in there along with Cytoplast Root-Kin, no? or do you think too much counter ramp is silly and should focus on some removal or something too?

I think I will definitely find a place for Retribution of the Ancients though. That's an awesome card.

devastated-heart on Why Would I Only Want One Commander?

1 month ago

I usually run White in decks like these, but the two changes I can recommend immediately are -1 Swamp for +1 Urborg, Tomb of Yawgmoth and -1 Demonlord of Ashmouth for +1 Kalitas, Traitor of Ghet. Urborg is just a quality-of-life upgrade and Kalitas acts as a lesser version of Leyline of the Void with Lifelink. And while I see the fun in using Cytoplast Root-Kin , I would replace it with something more like Ridgescale Tusker to guarantee that all of my creatures got a counter as soon as possible. Maybe even -1 Gift of the Deity for +1 Retribution of the Ancients as a form of Removal against cards that might have Indestructible.

If I think of anything else, I'll let you know!

MRDOOM3 on First Deck Build

4 months ago

Well, if you can tell me what it's centered around, I can probably help you a little more than I can at the moment. For the moment, I will assume +1/+1 counters.

Mikaeus, the Lunarch and Gavony Township are both really nice cards for a counters deck. They get even more ridiculous with cards like Hardened Scales, Doubling Season, and Primal Vigor.

Rishkar, Peema Renegade turns the creatures with counters on them into basically mana dorks.

Avatar of the Resolute, Undergrowth Champion, Renegade Krasis, Cytoplast Root-Kin, Gyre Sage, Fungal Behemoth, Champion of Lambholt, Anafenza, Kin-Tree Spirit, maybe Sunbringer's Touch, Cathars' Crusade, and Death's Presence are also nice.

For some more value with your +1/+1 counters, you can run Ainok Bond-Kin, Tuskguard Captain, and Abzan Battle Priest. Same can be said about Solidarity of Heroes, Inspiring Call, Armorcraft Judge, etc.

Once again, I sort of jumped to conclusions about your deck upon seeing some of the cards in it. I hoped these suggestions are on the right track of what you wanted this deck to be, and good luck with your deck.

greatdevourer on Tips for Momir Vig? 1st iteration

4 months ago

Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.

I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.

I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.

Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.

These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.

Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.

Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.

Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

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